An end to scry-buff-teleport?

Teleport "random risk of death": Please no.

As to actually limiting teleportation and/or scrying in general: I have no real problem with scrying. The fact that the DC is set by the target's Will defense seems enough of a balancing issue to me; basically, a target of substantially greater power than the caster will be highly resistant to scrying attempts.

As to teleport: I've never really liked this spell. It feels far more sci-fi or superheroic in feel than particularly "fantasy-ish": Something like ethereal jaunt, shadow walk, or astral projection seems much more in line for a fast travel spell than teleport.
 

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ruleslawyer said:
Midnight isn't performing a "carveout" of the teleport spell; it's creating a setting-specific, well-grounded campaign construct that happens to include a prohibition against teleport as one of its outcomes... almost incidentally, in that case.
By defining it purely in D&Disms. It's a waste of column inches, since it doesn't make any difference in play. Just say that stuff isn't available in the setting and move on. Defining Midnight in terms of how it's different from the World of Greyhawk is fan wankery at its worst.

If the actual goal is to provide a setting where the bad guys won the War of the Rings, do it and move on. Discussing "well, this plane isn't in this setting" and "that plane isn't in this setting, and here's the awesome rationale why" is useful only if you intend for your primary audience to be readers, not players.

It doesn't improve play at the table. It's a waste of time in a game book.
 

You did *read* JohnSnow's and my posts, right?
JohnSnow said:
"The Sundering," as they call it in Midnight, is not "stupidly metagamey." It's a key conceit of the setting that when Izrador was banished by the other gods, he cut the Prime material Plane off from the rest of the multiverse. Thus no contacting gods, no gates, no teleport, no ethereal plane, no spirits going to their final rest, and so on. And the only divine magic in the setting belongs to the servants of Izrador himself.
This is a really, really important part of the setting, and one of the major things that sets it apart from other worlds, including "Middle Earth under the reign of Morgoth" or "Middle Earth if Sauron won." The conceit of the Sundering is that there are no planar connections. None. That means no afterlife, no friendly god or gods or celestials or elementals, and no escape. Teleport is an incidental consequence of said ban that is consistent with how teleport works in 3e anyway. The Sundering doesn't exist to explain the teleport ban.
 

Did you read mine?

NONE OF THAT IMPROVES THE ACTUAL GAME. It would be more concise just to say none of those things exist in the setting and move on. The cosmological reasons why are best saved for message board posts. In Midnight, the player characters concerns are "how the hell do I not get pinched by the not-Ring Wraiths" and "how can I make this craphole a marginally better place than when I found it," not "gee, how come I can't go to Sigil and smoke a bowl with the Lady of Pain?"

This is the same sort of wankery that made so many of the later oWoD books all but useless: They were intended to be cool reading for the people who didn't actually intend to use the game books as anything other than textbooks for imaginary worlds.
 



Whizbang Dustyboots said:
This is the same sort of wankery that made so many of the later oWoD books all but useless: They were intended to be cool reading for the people who didn't actually intend to use the game books as anything other than textbooks for imaginary worlds.

Actually I personally love running/playing games in Midnight setting and if you head over to http://www.againsttheshadow.org/ you'll meet a bunch of other people who feel like I do.

Some of your past responses have a tinge of "Trolling" to them so this will be my last reply to you on this subject. It seems that you are just trying to stir up the Midnight fans. :\
 

Whizbang Dustyboots said:
Did you read mine?

NONE OF THAT IMPROVES THE ACTUAL GAME.

*FOR YOU*

It would be more concise just to say none of those things exist in the setting and move on. The cosmological reasons why are best saved for message board posts.

So, were you to take a quiz similar to the one that I took to arrive at the gamer assessment in my signature, you wouldn't come up with one that lists "story-teller" first like mine.

But for some of us, the story reasons that drive the mechanics are a primal consideration.
 



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